Fix for bug #16780 failed to move 1, 0 messages (Reported by bigalphilips). Fix for Bug #16732 stealing doesn't display items you can steal. Fix descriptions of bags of holding in death dumps. Fix up various documentation inconsistancies and typos. Fix parsing of dungeon zone names (reported by Arralen). Fix for potion of experience description. Fix for bug 016730 Don't award disarming experience for traps you can't hit Fix for bug 016731 Sanity check birth_gollum. Fix for bug Bug #16746 Lines of doors and shops appear in dungeon (Thanks to Big Al for triage and careful analysis).
Fix description of monsters guarding locations. Remove invalid assertion that would cause game to crash. Fix monster spell and blow descriptions. Fix for Bug #16799 Monster is afraid after already dying (Reported by bigalphillips). Fix for bug #16792 items are called egos or artifacts, but not always (Reported by bigalphillips). Fix for 016789 Targeting that does not target. Fix for Bug #16933 Libraries need owners Distinguish between spells which summon multiples of 1 of a monster vs spells which can summon group monsters. Fix for monsters not incurring summoning debt. Fix display not refreshing after a quake. Fix style description on character sheet. Prevent monsters being entombed by traps or regions. Move Gain Familiar Ability menu over to fit longer entries on a 80x24 screen. Rewrite level up screen to show how increasing a stat will affect your characters abilities. (Thanks to bigalphillips for this and other fixes). Changed sunken city to sunken cities (Suggested by Arralen). Summoned monsters are always visible the first round they are summoned. Warn the player if their summoning spell doesn't produce a monster. Make magic mapping dection area consistant with all other detection areas. You now learn monster hit points and armour class based on the number of times you damage the monster, and the number of times you attack the monster with attacks which can miss, instead of the number of times you kill them. Give take item to unseen servants to make them more servant like. Doubled cost of identify service to compensate. These were almost always added by the presence of various Wizard books in those shops, and so unfairly penalized non-Wizard school casters. Add identify and recharge item I services to the Magic Shop. Grey monsters are now consistently immune to acid and cold and frequently immune to poison. Attempt to make mechanisms useful for something. Flask throwing monsters can now carry gunpowder flasks. Slight tweak to ensure monkeys only carry pebbles. Better balance depth of traps based on damage. Cure all (debug command) should restore stats before healing.
Add deeper and more deadly murder holes and spring-loaded traps. Make player traps more useful: murder holes use up ammunition less frequently spring-loaded traps never use up ammunition allow magic items with higher multipliers when set in traps give bonus shots and damage multipliers to traps set by the player deeper in the dungeon. Prevent monsters fighting each other from using attacks which would heal their intended target (Reported by vrbones). Prevent regions 'double-hitting' a grid during the same attack. Hatched eggs or rebuilt golems no longer leave your service. The latter do not incur mana or blood debt and do not leave your service. Differentiate spells which summon a monster, versus those which create or animate a monster. Rebalance some master summoning spells to be more useful at lower levels, as well as balance some of the resulting summons. Make Cure Poison mushrooms cure poison instead of slowing it.
If you sense what bag an item belongs in without identifying the item,Īll subsequently created items are similarly sensed Improve sensing to note that an item is not cursed when you wield it and it is not cursed, if it was unusual or nonmagical (The other cases were correctly handled prior to this). Improve sensing of non-cursed items using techniques which sense cursed state. Allow line of sight/panel/level based spells to affect objects and
Allow travelling while poison is slowed. Reduce summoning debt for some monster types. Add low level spell to allow Masters to light rooms. My apologies if I didn't get to your bug this time around. Special thanks to all those who reported bugs and especially those who fixed them for this release. A Linux version should be following shortly.
#Angband source github download
You can download a precompiled Windows build from, a pre-compiled Mac OS/X build from. This is the "Once your variant gets a nowhere town, it will never leave" release aka "Wasn't this supposed to be out months ago?"